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Messages - jackrobbman

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76
Modification Help / Re: Gamemode creation
« on: July 02, 2017, 12:16:48 PM »

Ok, I don't know if my copy of the game needs to be reinstalled or whatever, but the event isn't working. Onminigamereset is not working for the bot spawns and it's really getting on my nerves. As an example of what I'm doing, I'll show the events put on each bot spawn:

(random events for the bots health and weapon etc)

Onminigamereset --> self --> setBotType --> None

I then manually reset the minigame after restarting, and when I exit the temple, the bots are STILL THERE! I know something's up because I evented a music brick to start playing music upon a minigame restart and it works perfectly fine. In fact it works SO well that I don't even need to restart the game. The music begins playing when I join the first time. This is the same for any other non-bot brick, seeing as the doors respond the same, being closed upon joining the minigame like i want them too.

So yeah, it just doesn't work with bot spawns for some reason and it's driving me freakin crazy trying to figure out why. What makes them so different that events fail to work on them like they should others? I don't get it and it's made the campaign impossible until I can figure it out.

77
Modification Help / Re: Gamemode creation
« on: July 02, 2017, 09:56:47 AM »
Thanks guys. I'll try this out a little later to see if it works.

78
Modification Help / Gamemode creation
« on: July 02, 2017, 02:06:52 AM »
Hey guys! Once again. I'm working on a new FPS campaign! One I actually intend to finish because the gameplay style I plan for it works like a hand in a glove in Blockland.

But there's an issue.

When the player loads the map, I don't want any of the enemy bots to be spawned until their relative triggers are activated. The same goes for doors, which I don't want to be open at the start of a minigame. Oh, and the secrets as well. ;) The problem is that there doesn't seem to be an OnMinigameStart event. There's the minigamereset event, but I don't think the player should have to reset the minigame once they start playing just so the whole map can work properly. There, IS the onminigameroundstart event  for slayer, but due to complications with bots and the general way it works, I'm only using the default gamemode.

If we can't think of a way, I guess i'll have to put a readable sign at the start that tells the player to reset the minigame in order to open the first door and exit the first temple.

ALSO, any of you know how to package a minigame? I uh...don't actually know how to create one. I remember there being some kind of add-on in the past and I'll look for that, but other than that, I'm clueless after I've finished building the campaign. 

PS: I'm a simpleton, so please speak in layman's terms:)

79
Add-Ons / Re: [Weapons] Half-Life 1 Weapons Megathread
« on: June 30, 2017, 03:26:49 AM »
Thanks man!

80
Add-Ons / Re: [Weapons] Half-Life 1 Weapons Megathread
« on: June 28, 2017, 08:41:00 PM »
Yeah I think that's mostly to do with velocity inheritance field on the projectiles


Velocity inheritance? I feel like i've seen that abbreviated in the code of most weapons. Is there a way I can set that to ZERO by chance?

81
Add-Ons / Re: [Weapons] Half-Life 1 Weapons Megathread
« on: June 28, 2017, 01:02:31 AM »
LOVE these weapons. Especially the raycasting ones. The way you handle the projectiles with each one makes it so that the hit-marker add-on still works, even better than g-cats ray-casting weapons. Would it take a lot of work for me to somehow do this with the other weapons as well? The projectile weapons kinda become impossible to use once you ramp up the player's speed. The bullets always travel to the left or right depending on which direction you're headed and the influence in direction increases with the player's speed, so if i wanted to do a quake DM, it's unplayable and shooting things is a real pain even though the weps are awesome. So yeah, any way you could tell me how to make the other guns raycast too? Would much appreciate that man.

82
Add-Ons / Re: Lil' Shotguns
« on: June 10, 2017, 06:19:51 PM »
This...is PERFECT for my Overwatch map! You have granted the wishes of a try-hard mapper. Thank you good sir! If only there were a way to make one-use weapons that act as ultimates. XD

83
Add-Ons / Re: Event_RelativeEvents: a new teleport and more "soon".
« on: May 19, 2017, 10:44:16 PM »
*cough*botnotmovebutwillstillshootatyouwithoutspazzingoutduetolackofmovement*cough*

84
Add-Ons / Re: [Weapon Pack] SWeps v1.2.4 [Swollow + Arekan]
« on: March 14, 2017, 02:57:18 AM »
Yo, do the bullets fired from these guns move in whatever direction you're moving like every other weapon ever? I fell like the don't and that awesome. But how did you do it though? :I

85
Add-Ons / Re: Support_Render - New Renderman Mod [SERVER ONLINE]
« on: March 01, 2017, 01:44:37 AM »
Ahehe...no, seriously. Did you actually create a bot that can navigate builds on its own with no path nodes? I feel like I'm misunderstanding you bruh.

86
Add-Ons / Re: Slayer | CTF Update: New events & more!
« on: February 27, 2017, 09:04:59 PM »
Yo, gamemode's workin' like a charm. Only issue left is the whole, "Bots turning semi-invisible if their datablock is changed mid-game." I can't really figure that one out on my own, but I'm gonna mess around with the custom appearance settings in slayer to see if it's something do with the nodes.

87
Add-Ons / Re: Support_Render - New Renderman Mod [SERVER ONLINE]
« on: February 25, 2017, 12:05:50 AM »
Let me get this straight....you created a smart bot that can actually navigate builds without the use of path nodes? Buddy, do you realize the marvel you just created? You could END the age of The Idiot Bots forever. Have you ever considered doing that as an add-on?

88
Add-Ons / Re: [Boss Battles] William boss weapons + Playertype
« on: February 23, 2017, 05:04:54 PM »
lol It's funny because I JUST created and finished an Overwatch inspired build but didn't have a proper weapon for Reindhardt since all melee weapons in this game are purely cross-hair based. Thanks bro!

89
Help / Re: Finished Gamemode map, but whats next?
« on: February 23, 2017, 05:01:23 PM »
Thanks guys! I'm gonna keep workin' on it and figure this out. I feel like it would be a better idea to just let folks download it though, so when you said you could help me with that, did you mean you would package it for me, or did you mean for me to find that game-mode add-on that actually creates your game-mode and files it into a folder in-game?

90
Help / Finished Gamemode map, but whats next?
« on: February 23, 2017, 05:22:57 AM »
So I finally finished this Overwatch CP inspired map that's been outfitted with pathing for bots (that talk and have Ults) and a custom slayer game-mode. It's loads of fun to play even at these early stages, and I'd like to share that fun. I'd upload the map here, but there's a big problem. The add-ons, especially the weapons and playertypes, have been heavily modded by me to better suit the game-mode and resemble Overwatch as much as I'm smart enough to do. How would I go about setting up this game-mode for download? Never done it before, so I'm in need of some help. OR, would it be possible to set up a server that runs itself when I ain't around? Never did that before either.

Basically, I want folks to experience this build with everything I have in it as it is. How could I do that?

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